Monthly Archives: September 2012

Blue Fire Dawn is on the backburner because making human shaped art is bloody expensive and I can’t afford it.

Fortunately all the work that went into BFD has not gone to waste and it has formed the basis for my new currently Untitled Game (OK it has a title but it’s awful and I don’t want to use it).

Untitled Game is another top-down shmup using a similar art style to Waves (because money) but with a totally different focus. While Waves is all about high scores this game is all about Power Ups and exploration.

It’s a blend of top-down shooting and tweaking your loadout played out in procedurally generated levels.

Currently the game is what I call Pre-Alpha as I’m still building all of the various systems needed to be able to populate the game with stuff but it is playable.

Here is a montage of the 4 types of weapon currently available:

From top left to bottom right: Beam Laser, Shotgun, Flamethrower, Rocket Launcher.

These are just test weapons that I made to test the weapon framework. It’s quite robust and flexible now allowing me to do a lot of different things and chain effects together.

As an example:

A Weapon can fire a random number of exploding projectiles in an arc between 0 and 360 degrees. An exploding projectile can create any number of new actors when it hits something including more exploding projectiles, enemies, explosions etc.

Any source of damage (bullets, explosions etc) can apply status effects to their target that can buff or debuff the target (setting it on fire with the flamethrower for example). These effects can be refreshed by applying them again and can even do things like periodically explode, spawn enemies etc.

So I could create a weapon that fires a projectile that does no direct damage but causes any enemy it hits to explode after a short countdown which damages nearby enemies and covers them in a goo that slows them down and slowly eats away at their health.

I’ve already done a weapon whose bullets create 8 new copies of themselves when they hit something. It crashed the game in just a few seconds.

One problem that I’ve got now is the system is so flexible that while I could create almost anything I am overwhelmed by the potential. I don’t know where to start!

If you have any ideas for weapon types then I’d love to hear them in the comments.